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MDC519

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Everything posted by MDC519

  1. There is no problem at all with anyone modifying anyone's mod as long as it is not released as a new mod without permission. Using the 2 masters is a very acceptable way to do it for personal use. I personally quit using 2 masters for my mods because I got tired of having people CTD and wondering why-----you didn't read the readme, STUPID!--- :rolleyes: So I have gone to creating a separate race and including the hair files in my mod. By not doing it this way too many modders cause conflicts with other mods, in my opinion. What you described is a very good method with just the one "problem" I noted. Enough of the soapbox.....hope this helped.
  2. Good description of how to do this to most companions, WastelandAssasin, but it will not work exactly like you described for all companions. Your described method will be okay for npc's that someone has no plans to upload to the game for other people to use and do not have a separate race. If it is done your way it wouuld cause conflicts in the game. My Bella's Bunker companion has her hair assigned to a new race so that such conflicts do not occur. To change Bella's hair for yourself ( you have no plans to upload ) you would either need to do as you described but do it in Bella's Race as I described earlier, or you would also have to go into aaBella and change her race back to the vanilla caucassian race for the change to work as you describe.
  3. Hi alecium69....is it Bella's hair you are trying to change?..... :biggrin: Bella is not a master, it's an esp. Here is what you do.....open your hair mod and find the mesh and texture files for the hair you want to use---goto data/textures/ModName/character/hair and data/meshes/ModName/meshes/character/hair........copy the files for the hair you want to use---a .nif and .egm file file for the meshes and 4 .dds files for the textures----and paste them in Data/texture/Bella/hair and data/meshes/Bella/hair folders. Open Bella.esp in the Geck...goto race and find BellaRace and open her. Along the top geck menus open Character/hair from the menu....in the drop down box click on the left hand side to create a new hair...name it whatever---bellahairnew---click on the edit buttons to add the new mesh and texture by adding the new ones you put in bella's folders...close and save...reopen the hair drop down menu box. Open the 3rd tab on Bellas race box----FaceData----drag and drop your new hair style into the hairstyles box. Click okay and close her race box.....save....Click on the character menu again and near the bottom, click on Update face gen model availability. Now go to NPC and find and open aaBella and scroll to the head parts tab.......in the hair pulldown, your new hair should be listed...select it and it should change bella's hair in the head preview box. If all is okay, click okay to close her npc box....save......close geck and bella should be wearing the new hair in game. If you have any other questions, let me know. Edit: Just realized that Mikoto's is now an ESM file....you will have to unpack the .bsa's from the ESM using FOMM or when you open Geck, set both the Fallout and Mikoto.esm's as masters and Bella.esp as the active mod. I don't believe you have to change the file as Wastlandassasin said for multiple masters, but not sure. Regardless, once you get access to the hair meshes/textures, the steps above are still the same.
  4. I don't know what the limit is, but after looking at your other post, you surely must be close! There were mods in FO3 that helped with load orders, but I'm not sure if they would work for FNV. You might want to try and group similiar mods together---clothes mods, weapons mods, etc. and that might help a bit so you can see similiar mods that might be the conflicting ones. Just a suggestion. Good luck! :rolleyes:
  5. Depending on the expertise/experience of the modder, there may have been a conflict/overwrite issue where 2 mods are fighting over the same object/space/dialogue/etc. and only one wins---the latest in the load order one. Sometimes this can be resolved by identifying the 2 mods and switching the load order of the 2----but not always. All modders should use FNVEdit and check/clean their mods so that fewer conflicts would occur----I am not saying RR Armory is at fault, it may be the other mod for all I know. :)
  6. You need to have your meshes and textures in the correct folders like this: Data/meshes/MyModName and Data/textures/MyModName ( if the folders do not exist yet, you will need to make them and then stick your files in them ). Are you modding existing game objects or adding entirely new objects? If you are adding entirely new objects, I won't be able to assist you further since I have no experience at that.
  7. The normal map is a part of the texture ( .dds ), not the mesh (.nif). You will usually have 2 textures attached to an object. The main one is the myobject.dds layer and is the regulatr looking one. The normal map ( myobject_n.dds ) is another layer added on top of the regular one and adds the gloss/no gloss that Quetzsacanango was refering to and the alpha channel is another channel beside the red/green/blue channels. You need to have a normal map plugin for your photo editing program---I use GIMP, but they are also available for Photoshop---in order to add the normal map to your texture. Here is a link to Miax's FO3 tutorial which should be a big help...it's how I learned. :) http://www.fallout3nexus.com/downloads/file.php?id=11324
  8. This is a problem with the game not locating the meshes (and maybe also the textures), but the Red alerts are for missing meshes. Are these your mods or other peoples mods?. Sounds like the meshes are not in the correct location which means the folder structure is somehow not correct. Did you drag and drop the mod files into the data folder, or did you by mistake add a second data folder inside the existing data folder? Do you have FOMM---fallout mod manager? If you are not using FOMM, I recommend you download it and use it to install your mods as it will unzip them and stick them in the folders the modder wants them in. http://www.newvegasnexus.com/downloads/file.php?id=36901 Hope this helps.
  9. You shouldn't need to unpack the original .bsa for the mod to work, you just need to duplicate the folder structure so the game has the correct file path to find it. As JohannesGunn said, but since you do not have a '\main' folder in your interface folder, simply make(add) the folder and stick the files in there.
  10. This is a very annoying problem. What I usually do is when the new mod is being extracted and it tells you that the "readme.txt" already exists--overwrite?...I say no and it will make a copy ---"readme(2).txt" or something like that. When the extraction is complete, I find the readme in the data folder and rename it there. If I had a nickel for every modder that did this, I'd.........:)
  11. Also you might want to look at downloading and using FOMM (Fallout Mod Manager)---it will unzip the mods and stick them in the right folders for you--provided the modder did his job correctly. http://www.newvegasnexus.com/downloads/file.php?id=36901
  12. As a companion modder myself, from my point of view the more customizable the companion, the better off you are. The vanilla companions can't be changed without the addition of other mods, and while there are a lot of mods out there that force the PC to have a harder life, it is much harder to find good companion-modifying mods. Sunny Smiles is probably the most adjustable companion so far, and while my Bella companion has a lot of customization--essential off in hardcore mode, no unlimited ammo use, etc.--I still have her with auto-heal (maybe I'll add a toggle on that...hummmm). So, a lot of the summary points you have are good. Just keep the number of companions down, pick the right companions with decent options, add a few mods that make life harsher, and it should be a little more balanced.
  13. You'll also need to add an AI package to your companion for both those commands so that when you say follow me, your npc will actually know what to do. So also look at other followers to see how that is done as well.
  14. What bben46 said + you might also want to consider downloading the New Vegas Mod Manager as this program will do the majority of the work for you with only a few simple steps.
  15. Yes, he would flee, but I'm not sure about the return upon combat end part. It's hard to say since I do not know what his AI is set up to do.
  16. The best "tool" for scripting is this tutorial: http://geck.bethsoft.com/index.php/Scripting_for_Beginners
  17. While some people may have found a way to do that, I believe it is a violation of PS3 usage. If you truely wish to enjoy all the mods you have found I recommend you buy the PC version and come join all us legal modders! :thumbsup:
  18. The settings on your normal map are too smooth, I think. Try adjusting the settings for a rougher texture and see if that helps.
  19. If you use the NVMM to un-zip your compressed mod file, it should automatically put the files in the appropiate folders, providing the modder has done his job correctly. Just click on the Package Manager in the NVMM, click on add new...find your mod...when it is finished uploading, click on activate...close package manager and make sure your new mod is checked.
  20. Find the weapon you want in the geck....probably in items/weapon section of object list.......double click on the weapon and a pop-up box will have all the data you can ever want to play with. Any changes you make of a mod can be saved and used with that mod activated. But be aware that this is for personal use only. If you want to share your changes with others, you MUST! get permission of the original modder to do so. If, however, you modify vanilla game weapons/etc., no permission is needed to upload and share them...that's what modding is all about.
  21. In the Geck, go to ActorData...click on Faction...open any faction......right click in the left hand box which lists all the factions...pick 'new'....enter the name for your new faction....click okay.....pick your new faction from the faction list and set it up.
  22. Not sure about the door-to-door thing, but couldn't you just place map markers on the exteriors and teleport that way? Just a thought.
  23. This geck has a rendering problem...after you move/adjust the light(s), hit the F5 key to re-render the window.
  24. In Nifscope you would load the nif(mesh) of the mod and in the blocklist look for lines that say BSShaderTextureSet...clicking on that will bring up textures in the block details...click on that and it will show the .dds files associated with that part of the mesh. There may be several texture sets for a single mesh(armor, etc.) and this will help you find all the .dds files you need to retexture.
  25. Sounds lilke you are not finding all the parts to re-texture. Are you using niftscope to look at all the meshes used by the suit? If not then here is a link to it and it can help you track down the missing pieces. http://niftools.sourceforge.net/wiki/NifTools
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